ACG Playtest - Thornkeep Menagerie Alpha (Inactive)

Game Master Mark Sweetman


1 to 50 of 68 << first < prev | 1 | 2 | next > last >>

Minor Crab-beast

As soon as the PCs enter this room, a large unseen bell emits a single, deep toll, signaling the end of the dungeon’s longstanding stasis effect and bringing its denizens and illusions back to life.

A series of stairs winds west and east down to the floor of this bare stone room. A short railing permits a view of the room from the staircase’s landing. A scuffed circle of blue-white chalk marked on the floor of the northern section of the room is filled with various sigils and runes. Four-foot-tall torch holders adorn the corners of the room, and a wide, closed stone doors take up half of the western walls.

There is a ten foot wide corridor, with a set of doors on the Northern side and Western end.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Roldopho peeks around behind the others, taking a look at the sigils and runes, trying to see if he recognizes any discernible pattern in them.

Know. Religion 1d20 + 7 ⇒ (14) + 7 = 21


The tiefling mercenary takes a few seconds to gather his bearings, dark eyes ranging across his immediate surroundings before he hikes his backpack and skulks cautiously towards the railing.

Look around for any non-obvious objects, critters, or threats.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12 <-- boo


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre lithely steps forward, casting a professional eye over the scuffed circle, to try and identify its purpose...

Knowledge(Arcana): 'take 10' + Inspiration of 1d6 ⇒ 4 = 25.


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

Dotting and...

Walking into the room whistling a jaunty tune Penance starts to make her way around the room to make it down the eastern end of the room.

1d20 + 9 ⇒ (6) + 9 = 15 Perception


Minor Crab-beast

Rodolpho can tell that there is little in the way of religious significance to the markings.

Jean-Pierre is able to confirm somewhat better that the 20-foot-square room was once host to a teleport effect for bringing beasts and guests into and out of the Dark Menagerie. But now the chalk summoning circle on the floor is the only remnant, and has long deteriorated beyond use in the years since this dungeon’s abandonment.

No overt threats can be seen and the closed doors block any means to understand what might be behind them...

North or West?


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"looks like we might be alone down here, right?" He laughs at his little joke...every dungeon had something in it.

"I say we head north."


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

Continuing to whistle a jaunty tune Penance doesn't argue nor comment and simply heads north.


"North it is," the tiefling grunts. In contrast to his agreement, though, he makes his way down the stairs and over to the western door.

He stoops down, looking at the mechanism for a few seconds before he begins tinkering with it. Disable Device to jam the door. 1d20 + 12 ⇒ (11) + 12 = 23

He joins the group at the north door, "Don't like having unknowns to my back. So, who's got the honor?" he asks as he checks the door for traps.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Id say one of the trap spotters in front, me second, than the other two.


After a few seconds, Huc shrugs and presses his ear to the door.

Perception (listen at the door): 1d20 + 9 ⇒ (4) + 9 = 13

If he doesn't hear anything on the other side and he didn't note any traps on the door earlier, he cracks the door quietly, peeking into the room beyond.

Stealth: 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Well, it *is* a 10' wide corridor; we could probably manage a two man front.


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

Eh,two man front is best with Huc. and high initiative full caster in front then me and last guy taking up the rear. That puts everyone safely in Penance's warm loving axe reach.

Shrugging. Penance waits continuing to whistle, occasionally doing stretches using her long heavy axe as an exercise aid.


Minor Crab-beast

Opening the northern door the scenery dramatically changes from a dungeon to something else.

Vibrant foliage creates impenetrable walls of shrubbery that encase the chamber and sprawl across its center, but ends sharply at the hallway as though cut away with a knife. Trees and shrubbery create a thick maze of jungle brush and undergrowth, and their canopy blocks out most of the bright light pouring from the open sky above.

To the north, a gap in the foliage leads into a dank, unlit stone cavern. To the west, an enormous kapok tree towers above the rest of the jungle terrain.


Huc takes a moment to take in the new room, shaking his head at the jarring juxtaposition of the contents of this room versus that of the previous. Then he moves forward, quietly making his way through the strange foliage towards the cave to the north... doing his best to watch for traps on the way.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Stealth: 1d20 + 13 - 1 ⇒ (18) + 13 - 1 = 30


Minor Crab-beast

Huc slides through the foilage like a hot knife through butter, but as he enters the foilage he spies an area in the West of the room that bears some kind of diseased surface...

Fickle Hand of Fate:
Stealth: 21


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph casts Detect Poison on the area once it is pointed out to the group.


We waiting on the response to Detect Poison? Or should I push forward?


After a pause, Huc shrugs and continues stalking towards the north-side cave.

YOu want to use same rolls or new ones? If new,
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Stealth: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21


Minor Crab-beast

Rodolpho's investigation of the southern area of fouled vegetation is foiled... when it rears up and surges towards you.

Initiative Block:
Rod: 1d20 + 6 ⇒ (10) + 6 = 16
Huc: 1d20 + 3 ⇒ (5) + 3 = 8
Pen: 1d20 + 4 ⇒ (10) + 4 = 14
Jean: 1d20 ⇒ 15
Badguys: 1d20 + 2 ⇒ (8) + 2 = 10

The diseased part of the plant detaches and slaps an appendage at Rodolpho...
Slam: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 for 1d4 + 1d8 ⇒ (2) + (4) = 6 d8 is acid

Action Tracker (Round 1): Rod, Jean, Pen, Badguy, Huc

Mapski


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Know. Nature 1d20 + 7 ⇒ (13) + 7 = 20

Dolph steps back and a blast of fire bursts from his hands, hopefully scalding the plant.

Cast Burning Hands. Dc 14 Reflex Save for half damage.[/dice].

Fire Damage 5d4 ⇒ (4, 2, 2, 3, 3) = 14


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

Don't you mean step back? It's right on top of you.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points
Penance wrote:
Don't you mean step back? It's right on top of you.

Yep. Was typing all crazy. Corrected prior post.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Not that it matters for this combat, but I think that you forgot my +7 bonus to the initiative roll ;-)

Jean-Pierre moves into the room (E3), and claws at the plant-thing.

Claw, Arcane Strike: 1d20 + 8 ⇒ (20) + 8 = 28, for 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8 S/B damage.

Claw, Arcane Strike, crit confirmation: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8 S/B damage.


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

"Yay!" Continuing to whistle her jaunty tune Penance laughs as she skips into the room and just starts hacking the thing to pieces.

Move: D1
Swift: Arcane Strike
1d20 + 10 ⇒ (5) + 10 = 15 Attack
1d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11 Damage


Minor Crab-beast

Jean - I swear I looked... honest.

The ooze does not last long, as flame, bardiche and claw combine to end it's mindless existence... though your calm is shortlived as a well hidden snake-like creature bursts from the undergrowth to snap at you with both ends of it's body - both head and tail of the snake bearing snapping poison filled jaws...
Bite at Jean: 1d20 + 8 ⇒ (9) + 8 = 17 Hits flat-footed. for 1d8 + 2 ⇒ (3) + 2 = 5 and a DC14 Fort save
Bite at Jean: 1d20 + 8 ⇒ (1) + 8 = 9
...one closing on Jean's leg and pumping noxious poison within.

No map update as I'm at work - but it's in E,F,4,5 (large creature) and has 10ft reach

Action Tracker (Round 2): Jean, Rod, Pen, Badguy, Huc
Action Tracker (Round 1): Jean, Rod, Pen, Badguy, Huc


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Fort: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17.

Jean-Pierre glances down at his leg.

"Oh look, a snake; how quaint."

'Take 10', Knowledge(WTH) = 1d6 + 21 ⇒ (3) + 21 = 24.

He then steps-up, and unloads upon the creature.

Claw #1: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8 S/B damage.

Claw #2: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10 S/B damage.

Bite: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10 S/B damage.

Since it was kind enough to charge, it would be a shame to waste its temporarily lowered AC ;-)


Minor Crab-beast

No take 10s in combat unfortunately Jean - you'll need to roll that.
Also, by my read your Bite attack should be at -5, as per the explicit wording on the tusked trait. If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.?


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Re: The Knowledge check, my bad; for some reason, I had it in my head that Investigators could take 10, like Bards. Never mind.

Knowledge(WTH): 1d20 + 11 + 1d6 ⇒ (5) + 11 + (3) = 19.

Re: The bite, bite attacks are always considered primary weapons, but are treated as a secondary weapon in a full attack (thus taking a -5 to hit), when used alongside manufactured weapons, which is what I think the trait is trying to get at - when originally written, the writer clearly did not consider that anyone who took it would *only* be using natural weapons ;-)


Huc barely has time to turn before the plant is massacred. He's just in time for the snake, however. His massive sword flashes into the tiefling's gloved hand as he makes for its flank. He barks out a laugh at Jean's observation, "There a lot of two-sided snakes where you're from?"

Once in position, he slams the blade into the snake's thick coils with brutal efficiency.

Move to D.6, QuickDraw greatsword, activate Arcane Strike, and power attack it.
Greatsword: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 14 ⇒ (4, 3) + 14 = 21


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph moves up 5', pulling his magical spear. He stabs mightily at the snake.

Spear 1d20 + 6 ⇒ (15) + 6 = 21

Damage 1d8 + 4 ⇒ (2) + 4 = 6


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

Continuing to whistle quite gleefully Penance simply switches from one opponent to the next with a graceful pirouette bringing her polearm down on the beast even mroe ferociously then before.

Rage
5ft. shift to C2
1d20 + 10 ⇒ (7) + 10 = 17 P. Attack
1d10 + 9 + 6 ⇒ (4) + 9 + 6 = 19 Damage


Minor Crab-beast

Jean - RAW states when making a full attack and doesn't include the manufactured weapon rider. In absence of any other wording, the -5 should apply.

Jean learns that the creature is an amphisbaena and knows it's strengths and weaknesses as per Bestiary 2.

AoO at Huc: 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 2 ⇒ (3) + 2 = 5 and a DC14 Fort save

Jean lands two blows, Dolph spears it and Huc delivers a very weighty strike with his greatsword. The creature is on it's last legs, but manages a single further strike before it collapses...
Bite at Huc: 1d20 + 8 ⇒ (4) + 8 = 12 for 1d8 + 2 ⇒ (4) + 2 = 6 and a DC14 Fort save

It was on 0 HP, now it's at -1. Combat over.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

*shrug* fair enough :-) That just means that if I built one of these in the future, I would take two levels of Ranger to get a pair of claw attacks, and take Maw rather than Claw ;-)

The foliage, and native wildlife, defeated, Jean-Pierre casts a quick glance around the room.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14.


Huc rubs at the spot on his armor where the creatures fangs caught. Then he looks over at the woman, "Yay?"

He cleans and sheaths his blade as he waits for the team to do any prep, then moves back to scout wit his fellow Tiefling.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Stealth: 1d20 + 12 ⇒ (5) + 12 = 17
I have a wand of CLW if you need a touch-up, Jean.


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

PEnance nods approvingly at Huc and gives a dazzling smile before continuing her happy whistling giving a prod to the two headed snake and moving to continue down the path.


Minor Crab-beast

There is little else within the room that is of interest, so you continue further into the menagerie.

Update in more detail tomorrow.


Minor Crab-beast

Moving through the jungle you see a dark night sky full of twinkling stars above you. Running southwest to northeast is a jagged bridge of land leading over a huge ravine. Obsidian cliffs descend from the land bridge on both the left and right sides, plummeting downward to the hard dirt forty feet below, which is intermittently dotted with dead trees whose roots appear to claw at the soil. A set of natural stairs rises from the chasm’s floor in the southwestern portion of this room. To the south is a small tunnel dug out of the chasm wall at the base of the valley, and to the north a wooden door is set into the black rock where the bridge meets the chasm’s edges.

You enter at ground level, and will need to climb the stairs to get onto the land bridge.


I’m not fully sure I’m understanding your description. So our only option is the stairs? Or is the small tunnel to the south and wooden door also available to us before we try to cross the bridge?

Huc looks at the nearly unbelievable landscape in this new room, then back in at the previous room, then back at what stands before them once more. ”HA!” he laughs, ”Wonder how much it costs to build a house like this… you think only union workers do this style of construction?”

His tone indicates he’s filling time while he considers the team’s options and looks for threats.

Also, any signs of traps/threats from our current position? Any animal tracks/footprints we can see?
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Survival: 1d20 + 7 ⇒ (17) + 7 = 24


Minor Crab-beast

Door to the north is on the higher level. The cave to the South is where you just came from.

From your current position you can sense nor see no threats or signs of life.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Guess we have no choice but to head up to that door, do we?"


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre nods.

"Indeed it would appear so. Huc? Shall we take point?"


"Sounds fun," Huc says with a hefty smack to his fellow tiefling's back. "I'm dying to know what's behind bizarro room number 2, here."

He begins walking quietly up the stairs, eyes sweeping every step for anything nasty. "You guys wanna tie us all together before we get up too high? I'd hate to take a fall from way up there if I could avoid it."

Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

I have a climbaer's kit but oddly no rope. What's the longest and strongest we got?

Penance waits impatiently ready to continue the march to slay evil up the cliff while humming a tune she once heard some goblins sing.


Huc fishes out 50 feet of silk rope. "Best i got. Not the strongest, but hopefully it'll hold." He shrugs, "Unless someone has better."

Quick mental math here (and assuming we all have 42 inch waists once gear/belts are accounted for), but it seems to me that once you remove the four "loops" from the length of the rope, we're left with three 12 foot gaps between each person. I say we make it 10 feet between us for ease of mapping and stuff. Sound good?


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Sounds good with me.


Huc efficiently ropes the group together by their waists, leaving ten feet of slack between each member. "Great! Onwards and upwards."

He takes point (unless Jean wants the honors), heading up the stairs quietly as he keeps his eyes and ears peeled for traps or threats.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Stealth: 1d20 + 12 ⇒ (15) + 12 = 27


Minor Crab-beast

Point of order - Stealth will be pretty much useless given that you've lashed everyone together.

Making the easy ascent to the top of the earth bridge, you look up and note that one of the stars is moving... and isn't a star... and is instead a living writhing storm that is descending towards you. At that moment, you also see that the earth bridge has two lumps upon it that rear up and form into animate mudmen...

No map - but the earth bridge is roughly 10ft wide - so you can go two abreast. Living storm is about thirty feet above your head, and the muddies are twenty feet in front of Huc.
For ease I'll do this as group initiative - all of you go, then the badguys.


DM - Voice of the Voiceless wrote:
Point of order - Stealth will be pretty much useless given that you've lashed everyone together.

Fair enough. His behavior and actions don’t change, but my expectations have been set appropriately. :)

Huc takes in the situation, then steps forward, positioning himself closer to the edge to give the thinner Jean-Pierre the safer footing away from the ledge. The mercenary takes a moment to pick a victim—the nearer of the mud-things—as he efficiently draws his bow and nocks a blunt-tipped arrow.

At the last second, he loses his footing, sending the shot wild.

Move to 5’ step forward, positioning himself on the edge so Jean can step abreast of him and be less in danger of being pushed off. Then quick draw the shortbow, swift to Arcane Strike, move to select favored Target on the nearer of the mud-men, and shoot using Deadly Aim (and firing a blunt arrow).
shortbow: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
damage: 1d6 + 10 ⇒ (2) + 10 = 12


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Knowledge(Storm): 1d20 + 11 + 1d6 ⇒ (5) + 11 + (2) = 18.

Knowledge(Mud): 1d20 + 11 + 1d6 ⇒ (7) + 11 + (6) = 24.

Jean-Pierre eyes the creatures critically, before deciding to wait for their approach.

Delay until they move up.

1 to 50 of 68 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / ACG Playtest - Thornkeep Menagerie Alpha All Messageboards

Want to post a reply? Sign in.